Game Engine Podcast Episode 7 – Our Radio Voice

The Game Engine Podcast Episode 7 – “Our Radio Voice” where Paul Stzajer (Throw the Looking Glass) and myself discuss all things game development, this week with returning special guest Dan Graf (Ark Games).

In this episode, we cover the following topics:

We’re now also on iTunes, and here’s the rss feed. Feedback again much appreciated, and we now have an email at gameenginepodcast@gmail.com where you can shoot us questions, comments and feedback. Did I mention feedback? Did I mention email? Please do, we’re so very lonely. Would also welcome ratings and subscriptions on iTunes, like Mario we need to collect stars to earn our princesses.
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The Game Engine Podcast Episode 6 – “Impacts on Players”

The Game Engine Podcast Episode 6 – “Impacts on Players” where Paul Stzajer (Throw the Looking Glass) and myself discuss all things game development, this week with special guest Dan Graf (Ark Games). Unfortunately Saul couldn’t be with us for the podcast on account of sickness, and then he’ll rectify that by not turning up for the next 4 weeks or so whilst he goes on holiday! Enjoy yourself Saul, we’ll replace you often!

Excuse the tangents, we had more topics but we speak a lot. One week I’ll make a podcast sign language that we can use to move things along.

In this episode, we cover the following topics:

The Game Engine Podcast Episode 6 – Impacts on Players

We’re now also on iTunes, and here’s the rss feed. Feedback again much appreciated, and we now have an email at gameenginepodcast@gmail.com where you can shoot us questions, comments and feedback. Did I mention feedback? Did I mention email? Please do, we’re so very lonely. Would also welcome ratings and subscriptions on iTunes, like Mario we need to collect stars to earn our princesses. Most likely try to have Dan Graf on again next week if he’ll oblige =D
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The Game Engine Podcast Episode 5 – “What I did last weekend”

The Game Engine Podcast Episode 5 – “What I did last weekend” where Paul Stzajer (Throw the Looking Glass), Saul Alexander (Ark Games) and myself discuss all things game development. Yes that’s right, Saul’s almost a regular, though he failed the initiation test of joining us for Oporto’s we’ll give him another chance in the future. The running time for this episode is less than an hour, finally we managed to cut down rather than continuously adding to it. The goal is to hopefully find that timespot that we can always meet, probably 30mins-1hour.

In this episode, we cover the following topics:

The Game Engine Podcast Episode 5 – What I did last weekend

We’re now also on iTunes, and here’s the rss feed also! Feedback again much appreciated, and we now have an email at gameenginepodcast@gmail.com where you can shoot us questions, comments and feedback. Did I mention feedback? Did I mention email? Please do, we’re so very lonely. Would also welcome ratings and subscriptions on iTunes, like Mario we need to collect stars to earn our princesses. No pre-emptive topics for next week, we’ll see what the good industry delivers us for next week.
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The Game Engine podcast Episode 4 – “Writes and Responsibilities”

The Game Engine Podcast Episode 4 – “Writes and Responsibilities”. In the podcast where Paul Stzajer (Throw the Looking Glass) and myself discuss Game Development news and topics, we have our first guest and potential regular! Saul Alexander from Ark Games joins us this week and didn’t somehow immediately become sick of us, so most likely you’ll hear from him again!

In this episode, we cover the following topics:

We’re now also on iTunes, and here’s the rss feed also! Feedback again much appreciated, and we now have an email at gameenginepodcast@gmail.com where you can shoot us questions, comments and feedback. Did I mention feedback? Next week most likely we’ll be talking about Freeplay and Ludum Dare, if another topic intrudes upon that it better be a good one!
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The Game Engine Podcast Episode 3 – “Bits, Blips & Pieces”

Another week, another podcast! The Game Engine Podcast Episode 3 – “Bits, Blips & Pieces”. The Podcast where Paul Sztajer (Throw the Looking Glass) and myself talk about Game Development news and related topics.

Episode 3 contains some of the following:

The Game Engine Podcast – Episode 3 – Bits, Blips and Pieces

We’re now also on iTunes, and here’s the rss feed also! Feedback again much appreciated, and we now have an email at gameenginepodcast@gmail.com where you can shoot us questions, comments, feedback and all offers of money (one of those is a joke).

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IGDA Bits & Pieces: Finding Funding

‘When it’s cold outside, am I hear in vain?’ The first of IGDA Sydney’s new events coined: “Bits & Pieces” took place on a chilly 9th of August 2011 at The Arthouse Hotel’s attic bar to the crowd of approximately 100 local game developers, if the numbers for a floating petition (aimed at keeping the NSW Government’s Digital Media Initiative in place with the change of government) are a good indicator. Despite a chill and the sound of Town Hall jackhammers beyond the door, inside was cozy and warm. Whether it was the suave padded walls and smooth bourbon or simply the energy and sociability of the crowd in attendence which provided the warmth, it’s hard to distinguish.

A crowd filed in, up three flights of stairs, through the night which was kicked off by the enthusiastic Epona Schweer encouraging people towards the first portion of the event: playtesting of local games in development. A collection of laptops on coffee tables lined the borders of a good portion of the available space in the bar whilst a couple of iPads were also passed around whilst local developers watched like hawks from over the player’s shoulder hoping for any and all feedback on their incomplete creations. There’s nothing quite like having developers that aren’t of your team play your game, because unlike the glancing paper thin comments of the public and even gamers, fellow local independent developers offer an insight typically more suited to the current development stage. Rather than saying “It plays well, but I’m pretty sure Nolan North isn’t voice acting that guy”, developers will highlight the problems, question your next step and ultimately try break your game in ways you struggle to after staring at it for so long.

What might be considered the main event, that is the actual speeches regarding Funding Finding, kicked off in two segments between 8 – 9pm. After securing Mana Bar’s Guy Yug Blomberg as a fashionably late party crasher, Epona passed to Paul Gray from Bubblegum Interactive whose game Little Space Heroes has reached Beta, but more relatively: they had secured funding. Paul opened with the comment that he liked to think of things in threes, and that the three most important things for a developer are the game, the team and the money, and by missing any of the above the game might fall through. Paul went through tales of numerous failed attempts at securing funding before a lucky break at a Sydney Angels meeting was eventually followed up by grants from Screen Australia and the NSW Digital Media Initiative. For these pitches for funding to be successful, Paul highlighted the need to sell more than just the game idea itself to the investors, but also market data, a working prototype with some level of polish and clear strong goals for the future development which you are seeking equity funding for.

Following on was Paul Nunes, from Puny Human Games, to discuss the benefits of Kickstarter, but not before hilariously landing the night’s prize (just as he was coming up to speak): an epic rendered poster of Super Meat Boy. Paul opened with his group’s experience with Kickstarter as a Crowd Funding Model, citing though that it required a person (or potentially at least a bank account) in the United States whilst referencing Pozible as another crowd funding initiative for Australian developers. What Paul found most lead towards the success of his group in securing funding via Kickstarter was a combination of pre-existing interest (generated by Puny Human Games in online communities such as Reddit) and the need to sell your passion for developing the game over the polish it may have thus far.

After a small break allowing people to grab another round of drinks and discuss what they had just heard, the speeches reconvened with Aidan Millott from Halfbrick discussing how Halfbrick had risen into it’s own self sufficiency as a studio. He referenced developing for Chrome as a great start as, even though there was not much of a market to develop for, the act of simply having created something taught the studio an invaluble number of lessons. From there he told the tale of Halfbrick’s movement into self sufficiency as two teams worked on contracted projects for publishers whilst another team developed their own IP. Prompted by a question, Aidan spoke of how, though publishers own the IP to the games developed for them, the tools and engine were still owned by Halfbrick, as stipulated in their contract, and the publishers had rights to use what was provided for the game.

The final speaker of the night was Alexander Ocias who was to speak about how Flash Games can potentially net you a potential income. But instead, he began by disagreeing with some of the comments made in previous speeches about finding the fun and gameplay in your game, but instead you should focus on why you are making the game, citing the importance of why you are working towards the end product as the primary concern for your development. Regarding flash games, Alexander noted the potential earning power of the Flash Game Licence as a place to allow people to bid on your game. However the issue being of course that the way a flash game is sold is via one 50×50 pixel icon and a short game description, requiring a lot of specific attention rather than just a screenshot and some technical words on hand. Alexander also highlighted the importance of preparing email follow ups and press-backs with any attempts to sell your game.

Epona Schweer signed off the night with thanks for everyone’s attendance, and all in all it was a great event with developers leaving that much more aware of their funding options, and all the more excited having playtested others work. The next IGDA Sydney Bits & Pieces is penciled in for October 18th with an, as of yet, undecided theme which you can vote for over at IGDA Sydney’s facebook page. Hoping for more debate and crowd participation next time might see a panel and a larger venue, both great signs of the things to come from the local energy. Everyone who attended is a little wiser and better for attending.

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The Game Engine Podcast – Episode 2

And we have Episode 2 of The Game Engine Podcast – Crouching Outro, Hidden Movie Podcast. The Podcast where Paul Sztajer (Throw the Looking Glass) and myself talk about Game Development news and related topics.

Episode 2 contains some of the following:

The Game Engine Podcast – Episode 2 – Crouching Outro, Hidden Movie Podcast

Again hopefully on iTunes when they get back to us. Feedback again much appreciated, and we now have an email at gameenginepodcast@gmail.com where you can shoot us questions, comments, feedback and all offers of money (one of those is a joke). Next episode we’ll definitely discuss IGDA Sydney Bits & Pieces =D

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BittersBBB Ep002 – Mass Effect 2 Introducing Core Elements

Finally! I completed an episode more befitting to the concept I originally visioned. Logos, text, saying words I want to say, getting to the point, background music, 720p quality and relevant scenes to relevant speech.

In BittersBBB Episode 002, we look at Bioware’s Mass Effect 2 to discover how Core game Elements are Introduced at the outset of the game.

If I could do these weekly I’d be a happy happy man, but there are still a lot of things I would like the improve upon:

  • Video recordings of me personally: specifically for introductions, conclusions and length moments of speech.
  • Better audio recording: recording voice 25metres from Parramatta Rd has it’s downsides.
  • More production value: first time I’ve touched Premiere Pro in a loooong time, I learned a lot, but still have more I want to do.
  • Some comedy: was a bit formal, but I’d rather be formally analytical as a start than risk “not-funny” comedy.
  • An actual half hour show: ….weeeeellllll, it’s a little bit of a pipe dream….

If you enjoy it and would love to see more, please view the video, show your friends, rate, comment, favourite, subscribe, etc. I’d really love to hear feedback, but I’m happy I finally completed it! Yay =D

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The Game Engine Podcast – Episode 1

Episode 1! In history books and bard’s tales, when they speak of our reign they will say it started today.

Paul Sztajer (from Throw the Looking Glass) and myself (the inexplicable Andrew Bittman) have started a brand new podcast: “The Game Engine“. Game development news and topics are discussed from the Point-of-View of two completely unknown Sydney indies. We aim to discuss issues related to game development with focus on all things development from design to production to art to crunch-times.

Feedback would be much appreciated, as it is Episode 1 we assume we’ll get better (a dangerous assumption), but if you can let us know what you liked and what you hated we won’t have to be dangerously unaware for long.

In Episode 1 we discuss the following:

  • Australia’s R18+ Rating
  • Unity 3.4 and Allegorithmic Substance
  • Fotonica, and the question of the online demo
  • Trauma, delays and when they’re ok

The Game Engine - Episode 1

Should also be on iTunes…when we figure out iTunes =/

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F2P Wars VI – A New Hope

Recent months have given voice to a number of Free to Play online games, seemingly allowing those of us with shallower pockets to enjoy online games without the compulsory costs or waiting for one of those 7 day trials to come around again. But why is F2P suddenly all the rage? And why should consumers care that publishers have found a new keyword to throw at us aside from such indefinable gems as AAA and epic?

Free to Play is not a particularly new term with games such as Runescape having used it successfully for the better part of a decade. The Free to play slogan has come to specifically refer to an online game which requires no transaction in order to play the game online. Unlike freeware, F2P games are almost exclusively online, and unlike demos or trials, F2P games typically provide a much larger slice of the entire game.

F2P and You(r wallet)

Within the F2P banner there is a wide variety of commercial models, so I’ll try cover all those I can discover.

The majority of F2P games incorporate micro-transactions which typically allow a player to purchase either content exclusive to transactions or content that can be hard/time consuming to otherwise obtain. Hats, hair, pet dragons, a BitchinCamero and flying brooms with a rainbow star exhaust are all at the hands of players who enjoy the game enough to invest optional dollars to add to their experience and enjoyment of the game.

Some F2P games actually restrict the free players to a portion of all available content, whilst Pay-to-Play players are treated to the full experience. Another large percentage of F2P games rely solely on advertising as their revenue source; giving you the entire game with only the occasional annoying popup about finding hot local girls looking for a casual encounter.

There are also a small number of games which offer Forever Free-to-Play (FF2P) where current free players will be allowed to continue to play even if the model should move to a P2P system at a later stage, something seen in transitions from Beta to full release as online Betas (Closed or Open) are often F2P in themselves. And finally, there exist games with congested free servers that offer less congested servers for the transaction, coined as Pay-to-Connect.

Why the Publisher’s eyes sparkle

Though certain online games are referred to as money making engines by almost exclusively holding to a P2P model (Hello World of Warcraft you dirty thing), publishers are learning the marketing benefit of releasing their online game for free. In a games market acknowledged as having consumers who rarely purchase and play more than 1 game of 1 genre at any one time, the online market is actually over-saturated.

For example, later this year people are already drawing their lines for battle for the war of Call of Duty: Modern Warfare 3 and Battlefield 3, and how many people think “Will I get both?”. Both of these games have an online component, but compared to something like the MMO market, the time investment required to experience all of the game’s content is small. Most gamers have invested time into an MMO during their lives, but how many played World of Warcraft + Aion at the same time? Publishers tried to lure players away from the existing MMO’s by directly competing with a genre of game which, thanks to it’s online support and updates, may have no definable expiry date.

Whilst western MMO’s struggled to compete with each other, Korean and Russian online games quietly thrived. Though rarely competing in revenue with P2P MMO’s, a large number of alternative online multiplayer games emerged in mid 2000s from Eastern publishers offering a F2P online game in English with these optional purchases and other monetary models where no player was forced to pay a dime to experience a large portion of the game. In a way, it took many publishers far too long to realise that competition in the online game market is actually heavily linked to a player’s pockets, or more correctly; a perception of how the player’s money is being spent.

The subscriptions weigh on the consumer as they often attempt to maximise the time period for which they have “purchased the right to play”. I was once informed in Year 10 commerce that a recurring customer is far more valuable than just the regular income they bring in as they recommend the products to others and are more likely to invest in more of your company than the one-off transaction of a new customer. It’s the retail industry’s bread and butter of keeping a customer happy in order to have them return; a customer service principle that game publishers are coming to grow in their understanding of.

The Average Player’s ‘Yays’ and ‘Nays’

With player’s pockets attacked in more creative ways, what should Bernard G. Gamer celebrate and what should he be concerned with? I’m not going to SWOT analyse this, let’s just list some basic pros and cons.

Pro:

  • Did I mention the games are free? No more weighing the cost of your next meal against the purchase of a game you want
  • A shift of MMO’s adopting a F2P model decreases likelihood of MMO’s shutting down completely.
  • Thanks to the F2P model still generating revenue, F2P games are now more than just abandon-ware and are generally of a higher quality than Dink Smallwood.

Con:

  • Power Items (those which give the player a benefit) that can only be purchased lead to the negative player belief of “Pay to Win”
  • The quality of F2P games is still, on the average, of a lower standard than P2P games.
  • Some of the F2P models do not appeal to certain audiences who may find something such as Pay to Connect or advertising detrimental to the average F2P player experience.

At the end of the day, each player should form their own opinion regarding their personal support for Free-to-Play games as there are both positive and negative connotations as publishers use us as commercial test Guinea Pigs to see what works in what environments. Generally, I’m of the opinion that a rise in F2P games means I have the opportunity to play more games that I never might have otherwise given the time of day (or more specifically: a cent from my account), and playing more games is never a bad thing.

The current state of F2P

As I mentioned previously, Free-to-Play is not a new movement, however it is something that has picked up some momentum in recent months: particularly in the MMO market. A sample of the recent push in F2P games which you may have heard in the news recently is as follows:

  1. 10th September 2010 – The Lord of the Rings Online moved to a F2P model on – revenues reportedly triple [Gamasutra]
  2. First Half 2011 – APB (All Points Bulletin), once thought to be canned, is relaunched under the F2P model [Euro Gamer]
  3. 4th April 2011 – Battlefield 2 remake “Battlefield Play4Free” is released in Open Beta [BattlefieldPlay4Free]
  4. 14th June 2011 – Valve adds a Free-to-Play section to their Steam Distribution Engine [Steam]
  5. 23rd June 2011 – Team Fortress goes F2P with The Uber Update [Team Fortress]
  6. 30th June 2011 – World of Warcraft makes itself F2P up to level 20 [Australian Gamer]
  7. 1st July 2011 – Once-upon-a-time contender to the World of Warcraft throne, Age of Conan moves into a F2P model. [Joystiq]

And this is only the more public slice of the Free to Play growth, with a veritable swarm of free games now existing. Games you’ve never heard of or would care about are now appealing to the logical part of your brain that weighs the investment into a game against your personal rating of the game. There’s certainly some rubbish in there to waste your time on, but sometimes you’ll walk past a rubbish bin that someone has scrapped Rogue Squadron 64 into and ponder stealing from someone else‘s rubbish bin.

Episode V – The Empire Strikes Back?

So all in all, Free-to-Play games are heavily on the rise, particularly in the MMO scene, but what does this mean for the future? Though I certainly doubt we’ll see games with an enormous investment release as F2P from day 1 (won’t stop me from praying The Old Republic is though), the other ranks of online games need not despair that they are unable to hit #1 on the player base chart and alternatives become more available to players. Publishers are trying new things on the players, and this can be a good thing further in the future as they build upon successes and failures, but may turn out poorly for the player bases their F2P commercial model fails with.

The future might see some of the most high quality games come to us at lower prices combined with some of the commercial components of F2P. Perhaps this trend may also transition into the consoles as the PC and mobile market move steadily into the F2P model as a standard. Of course, perhaps Activision realise their shareholders didn’t have a good last quarter and set a new standard that leaves us donating limbs for monthly repayments, but I live as an optimist that my pockets will be emptied by essentials. Like Bourbon.

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